Commit Graph

294 Commits

Author SHA1 Message Date
san7890
3b2cf65d59 Rocking The Boat, er, Map Vote (#69561)
* Rocking The Boat, er, Map Vote

Hey there,

A while ago, I spooke (typo intentional) to some other people. One frustration I heard was the fact that people would sometimes sneak through map votes during the very start of a shift, during a high-paced portion, or just as a meme. People in OOC would then flood the vote, putting in any given station. However, if a vote happens 10 minutes in- and the round goes for 70 minutes and not many of the original players are around, then it's not particularly fair to those who have to play next shift on a map they bemoan.

So, we can rock the vote! If a player isn't particularly chuffed with the hand they are given, they can poll the players to see if they want to change the map as well. If rocking the vote goes through, huzzah, you get the ability to vote for the map again. If it doesn't go through: tough luck. You can rock the vote one time per shift by default, and server operators can change the amount of times you can call to rock the map vote at their discretion. Calling to rock the vote either successfully or non-successfully counts as a "call", and when that limit is exceeded: no more calls.

Does this mean that we will only rotate between two maps because pissants will keep rocking the vote until they get what they like? Maybe? I still see people bemoan getting Tram or shit the bed over IceBox, but I think enough people get sick of bread-on-butter to take the server where it need to go. If operators don't really like seeing only two maps play, they can always adjust the config to ensure it doesn't happen.

* makes the grammar grammar

it would be "Rock the Vote vote" otherwise
2022-09-06 11:06:01 +12:00
RandomGamer123
c7e03e4048 Add silicon human spremacy override config, fixes #68957 (#69293)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-08-23 23:20:19 -07:00
ShizCalev
298f15e091 Allows non-human bodies to spawn in the morgue at roundstart (#68867)
Adds a configurable probability for the cadavers in the morgue to spawn as nonhuman species.
2022-08-09 10:51:52 -07:00
san7890
5dc17bd865 Security's Scaling Departmental Accesses - More Pop, More Problems (#68534)
lternative to #68527
About The Pull Request

Hey there,

This is an alternative PR that I concocted based on talking with Goof on that PR. Basically, we already have a nicely complicated system to track and balance the number of security officers we have in a shift based on some config coefficient setting, by which we can set the amount of lockers that spawn in on the start of a round, as well as determine truly how many security officers we have.

image

So, I've decided to leverage this in another way. Basically, based on the number of security officers in a shift, their specific departmental officers will also get more (elevated) accesses. They already start with a certain amount of access, but they can get more if it is a low-pop shift with the mechanic introduced in this PR. For example, an Engineering Security Officer can access Atmospherics and Engineering departments by default, but they can't access Telecommunications unless there is a lower population of players AT SHIFT START. Same for a Medical Security Officer accessing Medbay, but not Plumbing.

Update: I have made it such that there are three system that server operators can set:

They can use the Scaling System that operates in the same method outlined in the rest of the PR.
They can disable giving departmental security officers "elevated access" (such as access beyond the "front doors") to these officers.
Finally, they can also just always ensure that departmental security officers get the maximal accesses possible.

The default setting is the "Scaling System" outlined in this PR, which is already dependent on the general Security Officer Scaling Co-Efficient.
Why It's Good For The Game

I think it's better to involve some more nuanced config scaling that we already have present in the game. The major theme that we want to avoid is that departmental security officers having maximal accesses when there is an already large number of persons on the security force will result in "miserable" shifts for the common person working within a department (security metaprotections). However, some server operators (as well as server cultures) tend to have very wide ranges in how many security officers they have on a shift-by-shift basis. One day, you could have 0-2 security officers, the next, you could have 4-6. It's all variable on who's playing (as always). There is also a significant variation between server to server in regards to how many security officer slots you tend to have on spawn, but this is already manageable by the security officer co-efficient in config.

I believe this PR is an acceptable proposal within the bounds of #68527 (comment) , although it may bend certain aspects of it, I definitely do see where some people may be coming from. I believe I've adjusted the accesses to a "sane"/justifiable amount, but I'll come back to think on everything.

"Red-tiding" may or may not be a problem, but there's always just going to be something inherently silly with a security officer being able to walk into plumbing to start plumbing. I hoped that this would be seen as a positive as opposed to a negative, but I can see how it could negatively impact player experience. HOWEVER, interplayer experience should not be handled by the codebase in all aspects, which is why I've also passed in the associated config variables, so that server operators (who should handle the interplayer experience with their level of discretion and nuance) can.
What accesses are where?

The general philosophy as I thought through designing this would be that the security officer should at the very least have general "front-door" access into a department, and maybe something benign. If we had even more per-door accesses, this could definitely be a bit more granular (one example I can think of would only atmospherics technicians having access to the "Pump Room", while Security Officers would not. However, this is for a later date). So, you have the "default" access you always get, and a potential to get "elevated" access as a Departmental Security Officer.

The balances are as such:

The Cargo Security Officer will have access to the Cargo Bay, Mining Section, and the Shipping Room. The first two are rather general areas, with the Shipping Room being a rather good help for rescuing (or "rescuing") flushed crewmembers when the cargo techies can't get to it/no AI. The Auxiliary Base is not essential to the security officer's functions, and the mining station helps restrict access further on stations like IceBox. This would also grant them extra access to the Lavaland base, so let's snip that out.

The Engineering Security Officer should have access to only general Engineering and Atmospherics. Construction pertains to certain rooms in maintenance I believe, and Engine-Equipment should be the one that grants access to APCs (lol). I don't think a security officer should have the latter one to be honest, but I think we'll be stretching the scope of this PR. Telecommunications is a bit weird, it's a critical station function, but I think you also shouldn't be able to nick one goon's ID and have access, so let's give it to them only when it's "needed".

The Medical Security Officer should have access to only the general Medbay Area and the Morgue, in case someone starts trotting on the doctor's turf, or if there's someone doing unsavory things to the bodies while the doctors are away. They will not have access to the specialized (dangerous) areas unless the ratio of secoffs to the population is low enough should it necessitate it (Plumbing Room, Pharmacy, Virology). I also added Surgery to the scaling access, but I'm iffy on that one. I don't particularly see why they should have it as a base access, but I also do see there being some need in dire straits (in relation to helping people, not tiding).

The Science Security Officer definitely got a huge cut. They now only have general access to R&D and normal scientist areas like the lathe room, circuits lab (presumably)since these are generally trafficked areas, but I definitely clamped down on additional access they might get in a "normally balanced" situation (no ordnance+storage, no xenobio, no genetics, no to robotics, etc.) They don't have a particular use in these areas and can even be a bit obstructive to flow in normal circumstances, but if abnormal circumstances arise and there's not a lot of security hands-on-deck, then their access is expanded.

Honestly, balancing this both makes sense and is conversely rather odd. I'm just running off what we already hold to be true and expected (or at least as of the last two months), and we can go from there.
Changelog

cl
balance: Nanotrasen realized that the more access they had on their cards was costing them a pretty penny, so they trimmed back the number of accesses a certain departmental Security Guard might have. However, any given guard will get back a greater amount of accesses depending on how many security guards there are in relation to the population.
config: Hey server operators, listen! We've changed up how Departmental Security Officers get their accesses, so be sure to review the DEPSEC_ACCESS_LEVEL config number to see what you want to work best for your server.
/cl

Also, every single line of code found in 4533f07 that is now presently in this PR is deliberate
2022-08-05 09:20:55 +12:00
san7890
59b55793cd Word Filter Fix Round Two: JSON Decoding Debauchery (#68975)
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Yeah, you need to json_decode the results again, again, again. This is three JSON decodes, I believe? I could be wrong. Anyways, we add another json_decode here as well to not runtime on initialization (as well as have the word filter work most likely).

Tested on local, did not see the runtime that @ShizCalev brought up in https://github.com/tgstation/tgstation/pull/68905#issuecomment-1204557463 (after verifying where it would be seen on master). Should be good now. Again.
2022-08-04 01:04:13 -04:00
Charlotte
2a2845e252 AI Lawset can now be specified instead of 'custom' (#68587) 2022-08-03 07:42:05 -07:00
san7890
a1e716b60a Blargedy Blarg Blarg Blarg - Word Filter Error Fix (#68905)
Blargedy Blarg Blarg Blarg - Word Filter Fix

Hey there,

Apparently, even after five days of thinking about the JSON_DECODE issue we had going from rust-g 1.0.1 to 1.0.2, I forgot to check our own code. I think I fudged something where I was using the global proc instead of the actual RUSTG define, so you would always get back an encoded JSON array, which would result in passing a null for content (based on what was seen on production), etc. The failure condition we were seeing is that no matter how perfect the word filter was, you would still crash to get this issue:

With a few "null spaces" after that message. So, I'm pretty sure this is the issue since I'm not seeing anything in my config_error.log  with this change added.

Whoops.
2022-08-02 06:31:38 -07:00
san7890
1e540f3286 Take Two: The word filter now verbosely describes config failure (Rust-g 1.0.2 Edition) (#68690)
A resuscitation of #67474 since Arm is not presently able to do it.

rustg_read_toml_file has backwards dependency to support older cases that checked for lack of list (the old sign the rust fn went wrong).

Fixes #67446

The configuration for the word filter now verbosely describes the error from the bad toml to the logs, allowing problems with it to be identified quicker and resolved.
Why It's Good For The Game

BLAZING
Ferris warning
Changelog

cl Armhulen/Armhulenn/Bazelart/Tralezab, san7890
admin: Word filters incorrectly set up will now have their errors actually described. Please, tell your server ops when you see it so they may fix the configuration.
server: Rust-g on this codebase is now on the 1.0.2 version, prepare accordingly.
/cl

I also bump rust-g's DLL to 1.0.2 in this PR as well.
2022-08-01 08:20:42 +12:00
Y0SH1M4S73R
4e6e1f090e [Ready for Review] Admin lua scripting (#65635)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-19 15:45:23 -07:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00
Watermelon914
273eac1096 Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-06-19 01:56:10 -07:00
Jeremiah
acfa5e4fdd TGUI Say: Upgrades chat input with modern features (#67116)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: KubeRoot <6917698+KubeRoot@users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Iamgoofball <4081722+Iamgoofball@users.noreply.github.com>
Co-authored-by: DomitiusKnack <56321744+DomitiusKnack@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-16 17:21:21 -07:00
san7890
c16443c8c6 Makes Playing Lobby Music A Config (#67455)
* Makes Playing Lobby Music A Config

Hey there,

Apparently some people don't like listening to the soulful lobby music we have to offer. How unfortunate. This adds a config flag to disable said title screen music. I've heard people who like debugging a lot don't want to get their ears-bleeding via flipflap, but I find it hard to agree.

* ALLOW to DISALLOW

whoops

* FUCK

* MSO's suggestions

I also added a small portion in regards to player preferences in case people weren't aware of that.

* lol

physics burned my brain out on parentheses

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-06-09 19:42:04 -07:00
Iamgoofball
aebd156a43 CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
2022-06-07 21:38:02 -04:00
san7890
33c56a9cac Purges Mentions/Related Code of Virtual Reality From Config and Mapping (#67031)
Purges Virtual Reality From Config and Mapping

This shit has been gone from the game since 2019, it's time to bid adieu to bloat.
2022-05-17 12:25:07 -04:00
dragomagol
6525ca4472 Removes log_cloning (#66912)
Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.
2022-05-12 22:55:46 -07:00
MrMelbert
b9ba2d2dae Removes (now unused) sandbox related config and variable (#66803)
I don't know when we removed sandbox but this datum doesn't exist anymore and this var is unused

Also the config does nothing anymore so might as well throw that out
2022-05-09 18:53:39 -07:00
MrMelbert
6e098e2dba Refactors SSvote, makes votes into datums, also makes vote ui Typescript (#66772)
Makes vote into their own singleton datums.
Refactors the voting subsystem to accommodate.
Refactors the vote UI from JS to TSX (probably badly).
2022-05-08 11:52:29 -07:00
Kyle Spier-Swenson
565319095f Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473)
* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.
2022-04-24 21:29:06 -07:00
dragomagol
971749c06d Gives traitor logging its own config flag (#66148)
Co-authored-by: tattle <article.disaster@gmail.com>
2022-04-13 18:36:06 -07:00
Watermelon914
7e32bdfca1 Pingbus changes and improvements (#65625)
Adds new configs for non-urgent ahelps to be sent to a channel when no admins are on. This will include urgent ahelps too.
Adds a response message that is sent to discord when an ahelp is responded to in any way
Player counts are now sent in the embed.
2022-03-30 15:13:02 +01:00
Watermelon914
2b11472f02 Changes what appears for urgent ahelps to supportmins. (#64748)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-02-14 16:11:52 -08:00
Ryll Ryll
48f37a3a5c Adds a config toggle for granting admin server profile access (#64408)
* adds allow_admin_profiling config entry

* Update config/config.txt

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* per mso request, add the second define

* actually adds the second define

* allows through Profile requests if the config isn't init'd yet

* makes sure we're loaded

* Update code/game/world.dm

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-02-03 11:44:47 -08:00
Tim
baeb120232 Add config entries for PR_ANNOUNCEMENTS_PER_ROUND and STATION_GOAL_BUDGET (#64368)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-01-30 01:27:25 -08:00
John Willard
8c6f29b894 Logs tool usage (#64430) 2022-01-27 02:53:44 -08:00
ShizCalev
7b471582d8 Fixes some mapping errors not using the mapping error log. (#64114)
Should help prevent #64066 from reoccurring.
2022-01-18 12:18:04 -05:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
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2022-01-11 15:47:10 -08:00
Mothblocks
fc882d9ee0 Add config entry to hide the station name in the hub entry (#63735) 2021-12-31 21:39:51 -08:00
Mothblocks
af8902331d Amortize the cost of creating preference assets by caching them per git revision on production, reducing best case init times by ~20 seconds (#63503)
Preference asset creation, which while consistently created in early assets, can be requested at any time before then and often is, currently takes about 15 to 25 seconds to produce. Because of extremely hard to reproduce BYOND icon bugs, most of this is done on the same tick.

Lowering the cost of initialization itself is very tricky. Some of it we can theoretically optimize, such as creating humans for antagonists, others we can't, such as the raw cost of icon blending.

Furthermore, adding new icons later down the line would just increase this initialization time even more.

Instead of optimizing the asset creation, which is an uphill battle, this instead chooses to amortize the cost by caching preference assets created per git revision. This means that preference assets will be created, with their long delay, only once whenever the code changes.

This is done on a config, defaulting to on so that production needs no changes, as the whole point of these being made at runtime at all is that it keeps assets/art styles consistent, and PRs making subtle bugs that break preference generation in some way is not uncommon. On development, your git revision will stay the same until you commit, no matter what code changes you make.
2022-01-01 04:36:30 +00:00
John Willard
2834383245 Makes all default job titles, defines. (#63357)
Jesus christ we were just waiting for someone to misspell something eh?
2021-12-14 17:48:46 -08:00
Azarak
680ca7d3b9 Field of View and Blindness improvements [bounty + upstream push] (#63312)
About The Pull Request

I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.

The fov cone shadow density can be adjusted

Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.

This PR was brought to you by Skyrat paying me aswell as rotational mathematics


Why It's Good For The Game

Oranges approves so it's good.
Changelog

cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
2021-12-14 15:52:52 +13:00
Doctor Pope
aa034d02cd Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
2021-12-03 13:29:29 -08:00
Watermelon914
fb8d95a2f5 Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins (#62711)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-11-20 03:06:50 -08:00
GoldenAlpharex
d407799f4a The word filter will now be less scared of double or trailing spaces (#62703)
It kept on tripping because the RegEx expression was malformed due to an absence of words in to_join_on_whitespace_splits, which caused it to filter out spaces that were at the beginning or at the end of a message, or if there was two spaces one by the other.

Also prevents people from sending a message that's only spaces in OOC, because that's a little silly.
2021-11-10 18:26:53 +00:00
John Willard
ffc8e3bc17 Adds logging for all Silicon rather than just Laws (#62500)
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
2021-11-09 17:41:45 +00:00
AndrewL97
1ef73dbc37 Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request

This is a fix for map not load anymore because of security changes
Why It's Good For The Game

Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog

cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
2021-11-07 21:30:49 +13:00
TheFakeElon
3de38b11b8 [s] Security vulnerability patch (#62568)
About The Pull Request

In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.

cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
2021-11-05 13:31:13 +13:00
Timberpoes
025018014d Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)
While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.
2021-10-29 16:38:00 -03:00
NamelessFairy
1238ce2373 Adds the ability to soft filter words, also fixes some word filter bugs (#62158) 2021-10-26 12:45:36 -07:00
Mothblocks
1f000babea Fix word bounds on filters, where they would only be applied at the beginning (#61714) 2021-09-27 20:38:49 -07:00
Fikou
74be6236d5 Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719) 2021-09-27 17:04:27 -07:00
Mothblocks
dbe560f4d9 Change the word filter configuration to allow providing reasons, fix emotes not working in filters, and implement separate OOC/IC/PDA filters (#61606) 2021-09-25 21:13:43 -07:00
TiviPlus
124e1b485b Asset log config (#61687)
Adds config to toggle on/off logging to asset.log

Special thanks to @TiviPlus who stole it from @TiviPlus at tgstation/TerraGov-Marine-Corps#8406
2021-09-25 23:16:13 +01:00
Mothblocks
7b0c926634 Add support for multiple MOTD in config (#61589)
## About The Pull Request
Changes "motd.txt" from being hardcoded to being a list of files which are read sequentially.

CC @MrStonedOne for config changes

## Why It's Good For The Game
On production, our MOTDs contain several individual sections:

- Active Trial Admin threads
- General game information
- MRP specific information

I want to automate number 1, I want number 2 to be shared among all servers, and I want number 3 to be shared among all MRP servers.
2021-09-21 12:03:46 -04:00
Mothblocks
5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
Mothblocks
0990a8ddcf Give admins the ability to put a popup notice for players in tickets (#61010)
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
2021-08-29 21:11:38 -03:00
Ghom
d46389ae40 Fixes the cross comms exemption of the current server. (#60951)
Added a lowercase variable to string, string lists and keyed list configs.
Currently lowercase is only TRUE for keyed lists because they have been working like that since 2018. It might be changed to be FALSE by default but it'll take a while looking at the parsed logs for the config entries.
2021-08-25 10:18:57 -03:00
Timberpoes
dc5158324b Adds new config flag to mirror logging of suspicious failed logins to its own file (#60791) 2021-08-12 17:58:08 -07:00
Rohesie
6c4134d1ea Job refactor 2: less hardcoded lists (#60578)
* Job refactor 2: less hardcoded lists

* Obsessed can happen
2021-08-05 21:13:05 +02:00
Wayland-Smithy
0d1ef29662 Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.

Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game

Better performance during extreme pop, I hope.
Changelog

cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
2021-07-08 11:02:52 +12:00